Pausing the game. . .

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Allright, does anyone know if its possible to "pause" the players and projectiles in the game, so that then you could set their viewtargets and have a sort of cinematic sequence. I would assume this would mean putting players in a state where they could not move or fire, but what about pausing projectiles? When you type playersonly at the ut console it stops all things except you and your weapons. . . Does anyone know how to do this?
 

Techno JF

He Who Has Powerful Words
I just thought of something along these lines. You might be able to pause the game by resetting the game's TimeDilation variable to zero. I found this variable in the properties of the LevelInfo actor. I don't imagine you could just change the variable and the effects would take place automatically, but I figure it's a good place to start exploring.
 

Shiit

Shiit
Dec 19, 2000
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If you want to really stop the projectile, you might want to set it's physics type to PHYS_None. I think that might work.
 

Raeled

Feuer Frei!
Jul 1, 2001
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Dordrecht, The Netherlands
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for non-players

yes, like said the playersonly might work.
quick search in playerpawn found this:

Code:
exec function PlayersOnly()
{
  if ( Level.Netmode != NM_Standalone )
    return;

  Level.bPlayersOnly = !Level.bPlayersOnly;
}


So setting level.bPlayersOnly to true will pause all exept players.
for playerpawns i think there is a state to pause them. return to na pali paused the player for that little radio conversation in spaceship. If you got the game, it won't hurt to take a look.

Or try to look in the UT code, to see how the playerpawns will not move if game has finished. not sure if this state affects any other things.